Archipelago/worlds/AutoWorld.py

91 lines
3.4 KiB
Python

from __future__ import annotations
from typing import Dict, Set, Tuple
from BaseClasses import MultiWorld, Item, CollectionState
class AutoWorldRegister(type):
world_types:Dict[str, World] = {}
def __new__(cls, name, bases, dct):
dct["all_names"] = dct["item_names"] | dct["location_names"] | set(dct.get("item_name_groups", {}))
dct["item_id_to_name"] = {code: name for name, code in dct["item_name_to_id"].items()}
dct["location_id_to_name"] = {code: name for name, code in dct["location_name_to_id"].items()}
new_class = super().__new__(cls, name, bases, dct)
if "game" in dct:
AutoWorldRegister.world_types[dct["game"]] = new_class
return new_class
def call_single(world: MultiWorld, method_name: str, player: int):
method = getattr(world.worlds[player], method_name)
return method()
def call_all(world: MultiWorld, method_name: str):
for player in world.player_ids:
call_single(world, method_name, player)
class World(metaclass=AutoWorldRegister):
"""A World object encompasses a game's Items, Locations, Rules and additional data or functionality required.
A Game should have its own subclass of World in which it defines the required data structures."""
world: MultiWorld
player: int
options: dict = {}
topology_present: bool = False # indicate if world type has any meaningful layout/pathing
item_names: Set[str] = frozenset() # set of all potential item names
# maps item group names to sets of items. Example: "Weapons" -> {"Sword", "Bow"}
item_name_groups: Dict[str, Set[str]] = {}
location_names: Set[str] = frozenset() # set of all potential location names
all_names: Set[str] = frozenset() # gets automatically populated with all item, item group and location names
# map names to their IDs
item_name_to_id: Dict[str, int] = {}
location_name_to_id: Dict[str, int] = {}
# reverse, automatically generated
item_id_to_name: Dict[int, str] = {}
location_id_to_name: Dict[int, str] = {}
data_version = 1 # increment this every time something in your world's names/id mappings changes.
hint_blacklist: Set[str] = frozenset() # any names that should not be hintable
def __init__(self, world: MultiWorld, player: int):
self.world = world
self.player = player
# overwritable methods that get called by Main.py, sorted by execution order
def create_regions(self):
pass
def set_rules(self):
pass
def generate_basic(self):
pass
def generate_output(self):
"""This method gets called from a threadpool, do not use world.random here.
If you need any last-second randomization, use MultiWorld.slot_seeds[slot] instead."""
pass
def get_required_client_version(self) -> Tuple[int, int, int]:
return 0, 0, 3
# end of Main.py calls
def collect(self, state: CollectionState, item: Item) -> bool:
"""Collect an item into state. For speed reasons items that aren't logically useful get skipped."""
if item.advancement:
state.prog_items[item.name, item.player] += 1
return True # indicate that a logical state change has occured
return False
def create_item(self, name: str) -> Item:
"""Create an item for this world type and player.
Warning: this may be called with self.world = None, for example by MultiServer"""
raise NotImplementedError